Is there a way to prevent a Play Dynamic Force Feedback node from being executed if it’s already in the middle of an execution? I’m making a pinball game and I want the player’s controller to rumble if the pinball hits a flipper, but the game registers a series of quick collisions if the player lets the ball roll down the flipper while activating it. Each collision signals the controller to rumble, and they seem to compound on each other.
As a feature request, I’d like something like a “prevent overlapping executions” boolean input on the node. Barring that, if somebody has an idea of how to put this kind of check in, I’d appreciate it!